@database @wordwrap @node MAIN "CONTENTS" ********************************** M ************************************* CONTENTS: @{" RETURN TO MAIN MENU " link "CL303a:CHEATS/Menu/MAIN"} @{" MACDONALDS LAND " link MCDONALDS_LAND} @{" MAGIC LAND DIZZY " link MAGIC_LAND_DIZZY} @{" MAGIC MARBLE " link MAGIC_MARBLE} @{" MAGIC POCKETS " link MAGIC_POCKETS} @{" MANAGER " link CL303b:CHEATS/T.guide/THE_MANAGER} @{" MANCHESTER UNITED EUROPE " link MANCHESTER_UNITED_EUROPE} @{" MANHUNTER IN NEW YORK " link MANHUNTER_IN_NEW_YORK} @{" MANHUNTER IN SAN FRANCISCO " link MANHUNTER_IN_SAN_FRANCISCO} @{" MANIAC MANSION " link MANIAC_MANSION} @{" MANIC MINER " link MANIC_MINER} @{" MARBLE MADNESS " link MARBLE_MADNESS} @{" MARIA WHITAKER'S XMAS BOX " link MARIA_WHITAKER'S_XMAS_BOX} @{" MASK OF THE SUN " link MASK_OF_THE_SUN} @{" MCDONALDS LAND " link MCDONALDS_LAND} @{" MEAN ARENAS " link MEAN_ARENAS} @{" MEAN STREETS " link MEAN_STREETS} @{" MEGA-LO-MANIA " link MEGA-LO-MANIA} @{" MEGAWORM " link MEGAWORM} @{" MENACE " link MENACE} @{" MERCS " link MERCS} @{" METAL MASTERS " link METAL_MASTERS} @{" MICKEY MOUSE " link MICKEY_MOUSE} @{" MIDNIGHT RESISTANCE " link MIDNIGHT_RESISTANCE} @{" MIDWINTER 2 " link MIDWINTER_2} @{" MIGHT AND MAGIC II " link MIGHT_AND_MAGIC_II} @{" MIGHT AND MAGIC III " link MIGHT_AND_MAGIC_III} @{" MINDBENDER " link MINDBENDER} @{" MINDSHADOW " link MINDSHADOW} @{" MISSION IMPOSSIBLE " link MISSION_IMPOSSIBLE} @{" MONKEY ISLAND " link MONKEY_ISLAND} @{" MONKEY ISLAND 2 - LECHUCK'S REVENGE " link MONKEY_ISLAND_2_-_LECHUCK'S_REVENGE} @{" MONTY PYTHON " link MONTY_PYTHON} @{" MOONMIST " link MOONMIST} @{" MOONSTONE " link MOONSTONE} @{" MUTANT CAMELS " link MUTANT_CAMELS} @{" MYSTERY FUNHOUSE " link MYSTERY_FUNHOUSE} @endnode @node MAGIC_LAND_DIZZY MAGIC LAND DIZZY Pause the game and type 'DIAMONDS AND PEARLS' (including the spaces), then un-pause by pressing 'P'. You should now have infinite lives. (If this won't work, try 'DIAMOND AND PEARLS' instead.) @endnode @node MAGIC_MARBLE MAGIC MARBLE Here are all the level codes: 1 ADVERTISER 7 TELEVISION 2 EVERYWHERE 8 CIGARETTES 3 TOOTHPASTE 9 COMPLICATE 4 CONNECTION 10 IMPOSSIBLE 5 CLEVERNESS End INTERESTED 6 COPYWRITER @endnode @node MAGIC_POCKETS MAGIC POCKETS When you lose your last life, keep your finger on the fire-button and the game will start again, but your score won't have reset. Keep doing this until you've reached 100,000 points and you will find yourself super-powered. Also, the code for Level 23, World 4 = 6067. @endnode @node MANCHESTER_UNITED_EUROPE MANCHESTER UNITED EUROPE If you're losing a game whilst playing, simply press the appropriate key/button to start a two player game and the other team should freeze, enabling you to win with ease. Also, if you don't want to play friendlies between games, go to the friendly match icon but instead of choosing a team, push left. Repeat this four times. @endnode @node MANHUNTER_NEWYORK MANHUNTER NEWYORK Here is the solution: DAY ONE: Go to the Hospital. Take a good look at the dead dude. His name is Reno Davis. Look him up in the Info selection from MAD. Go to the Bar. Play the Video Game. The first time, some dudes will drag you away and make you chuck knives between a guy's fingers. This takes practice, but can be done. When you accomplish this, play the game again. This time, make a COMPLETE map of the maze, including the location of the little squares. If you have trouble, use graph paper. The map is important. Go to The Park where the bathrooms are. Go to the ladies room and go to the very last toilet on the right. Sit on it and flush it three times. Ok, this sewer you're in now, this is the maze from the arcade game. Every square in your map is a key card. Get EVERY Key Card before you leave the maze. Pay CLOSE attention to your map. When you get to the cave with the dock, make SURE you get the medallion from the dock. Go to Coney Island. Play Kewpie Doll Baseball. Hit the Dolls in this order: 1) Top row, third doll 2) Middle Row, second doll 3) Bottom Row, last doll When the guy looks at you funny, show him the medallion. He'll give you a data card. At the end of each day, MAD will ask you for the names of your suspect(s) I have found that it doesn't make a difference what you put, but the best names to use are probably Phillipe Cook, Harvey Osborne, Anna Osborne and Harry Jones. DAY TWO: Go to your Tracker and track the other two dudes that were with the original guy you were tracking. One goes to the Museum and one to the Park. Go to the Wretched Excess Nightclub. Go around into the alley. This next arcade sequence is pretty self explanatory. You don't really need to save the game here because of the fact that they let you keep doing the same thing over and over again even though you keep dying. When you make it through here, though, it may be a good idea to save. Once you're in the Nightclub, take a closer look at the people. When you get to the screen where you're looking the backs of people's heads and the rock group, take a closer look at the only person that has a brown robe on, on the left half of the screen. When you get knocked over, a keycard will fall onto the ground. Before the bouncer can grab you and throw you out, grab the keycard. You should now have a total of 13 keycards between this one and the sewer maze. Go to Central Park. You'll notice that if you point the arrow up and start moving to the left or right, the arrow will blink off and on. This means that there isn't just ONE screen above here, each time it's blinking on and off you're travelling to a different ANGLE. So instead of three possible ways to go from this screen, there are actually about 15. First Screen: Get the arrow to be pointing right but be as far down as you can get it. Move it up twice. It should still be facing right. Hit Enter. Second Screen: Line the arrow up with the path straight ahead of you facing up. Move it to the left twice. Hit Enter. Third Screen: Line the arrow up with the path facing right, just below the tree. Hit Enter. Fourth Screen: Get the arrow to line up with the path straight ahead of you facing up. Move it to the left four times. Hit Enter. Fifth Screen: Get the arrow as far to the right as you can get it and still be facing up. Move it to the left once. Hit Enter. Sixth Screen: Get the arrow to be facing left but as far up as you can get it. Hit Enter. Pick up the crowbar. You should now be back at the fifth screen you were just at. Make the arrow face down and Hit Enter. Now you're at the previous screen. Make the arrow be pointing up but as far left as you can get it. Now move it twice to the right. Hit Enter. For this screen, make the arrow be pointing right but as far up as you can get it. Hit Enter. For this screen, get the arrow to be pointing up just left of the monument. Move it to the left 5 (if not 5, 6) times. Hit Enter. You should now see a dead dude. Take a close look at the papers around him, and at his face. Go to your Mad Info. Look up Harvey Osborne. Go to Harvey Osborne's House, near the museum. Look in the shopping bag and get the key. Push the button. This game has quite a body count Take a look at the bitch, push the button again, and leave. Go back to your tracker and watch the guy that goes to the museum. Make a map of where he went You CAN NOT mess up at the museum. You need every key card, all 13. Go to the museum. Go around to the locked glass doors and use the keys. Use your map to get through the museum, up to the fourth floor where the dude's signal stopped. When you use a keycard to open a door, you must pass through the door QUICKLY, or it will close. When you get to the big wooden door, use the crowbar. When the dragon starts to run after you, use the medallion. He'll remove the wood and you can go through. When you get to the dead dude, take a close look at the map on the wall and at the dead dude. Take the Module out of his hands. DAY THREE: Go to the Church. Go to the set of candles on the left. Light them in this order: 1) Top Row, first candle 2) Middle Row, third candle 3) Bottom Row, fourth candle Take the Module out of the compartment. Extinguish the candles. Go to Abdul's Pawn Shop. Take a closer look at him. Buy the badges in this order: 1) The Cross 2) The one near it that looks like one vertical line, with a bunch of horizontal lines extending out of it to the right, the longest one being the one on the bottom 3) The Star You should now fall through a trap door and land in a secret room with a painting and a door. Take a closer look at the painting. You will be prompted to enter a code. The correct code will let you pass to the next room, each one identical to the first. The codes are as follows: 1) 4, 1 2) 1, 0, 3, 1 3) 2, 6, 4 4) 4, 2, 5 You should now see a dead body. Take a close look at this one two. Go around the corner and you should see a dude standing on a ladder leading to a manhole. He'll jump down and try to stab you. This section is similar to the punks in the alley behind the nightclub. When you punch him and he runs away, pick up the piece of paper he drops. It reads: '843769'. Climb up the ladder. Go to the theatre in Times Square. Go to the room on the right and remove the picture on the left of the wall facing straight ahead of you. The code is '843769'. Take out the paper. It reads: 'UCUCC'. Go to your MAD Info. Look up Harry Jones. Go to Harry Jones's House, it's on the southern tip of Manhatten. Go over to the radio, and smash it with the crowbar. Remove the Module. Go to your MAD Info. Look up Phillipe Cook. Go to The Empire State Building. Go to the computer and turn it on. The password is 'UCUCC'. Select Site Alpha, and switch the robot from Special Detail to Hall Patrol. Quit the computer. DAY FOUR: Go to the hospital. The Robot should not be gurading the door anymore. Go through the door. Don't worry about being caught and thrown in the room with pile of bones. Use the crowbar on the window. This is what it means to be "transfered to Chicago". Now wait until the guard, the orb, and the other robot leave the room. Take a closer look at the machine. Take Module D. The switch goes up and down, as well as the middle stopped position. Fix it so that the belt goes left, away from the People-Smasher. Climb up the ladder and you'll pass out of the room via the conveyer belt. Now, just what we all needed another arcade sequence. This one is a mother, but not as hard as the punks outside the nightclub. When you get through it, you'll wind up falling out a window and landing outside the hospital. Go to Grand Central Station. Take a look at the three little windows at the lower left side of the screen. Use the crowbar. Climb through the window and enter the ship. First press the upper left button. You now have access to the three square buttons on the bottom of the screen and the three other assorted buttons above it. Now press the middle square button. After the little scene with the guard robots is over, press the upper middle button with the little screen. Now press the button just to the right of it. Now press the right square, and then the left square. Manuever the ship out through the hatch in the upper right wall. This maze is so easy I'm not going to take you through it. You got this far, you can make it through here without my help. After you come up through the bathrooms at the park, see Philippe getting into his ship, and it says, "Meanwhile, back in your cockpit.." take a closer look at the screen. You're now flying around New York. You must drop bombs on Sites Alpha, Beta, Gamma, and Delta. It doesn't matter in which order. First go to the Statue of Liberty. See the big island with the star where the Statue should be? Guess again, it ain't there. See the two small islands to the left? Go to the lower left island. Press Enter to Drop the Bomb Try to hit the coloured square on the island. You may have to experiment. Next go up to the screen with the Hospital, The Empire State Building, and Grand Central Station. You now have to contend with Philippe. Don't let him touch you, if he does you've got a problem. Drop a bomb on the Empire State Building. If you don't remember where it is, load in a game where it's a location on your map, and take a note of where it is. Next, drop one on Grand Central Station. Finally, on Bellevue Hospital. If you mess up with even ONE bomb, let Phil kill you and start over, you need all four to hit their targets. As I said before, this exact order isn't necessary, but I went from hardest to hit to easiest to hit, so you don't hit all the easy ones and mess up on the hard ones after all that work. @endnode @node MANHUNTER_IN_SAN_FRANCISCO MANHUNTER IN SAN FRANCISCO Here is the full solution: DAY ONE: Apart from the actions at the scene of the crash, the various places can be visited in any order. Go left to body get ID card (note name Peter Brown) get 'MAD' machine look at 'MAD'. Track targets to: Bank Of Canton Warehouse Ferry Building Embarcadero Fountain Hyde St Pier enter "Peter Brown" in 'MAD' for Manhunters apartment Bank Of Canton enter door on left, go down to the room get newspaper (note name Noah G) see hand see head get dragon note (on desk) study door (bat vomit inside. will read "TAD TIMOV" outside!) use MAD, enter name "TAD TIMOV" (gives his appartment) outside bank, go to left to a body see hand see head get laundry ticket get fang from neck warehouse ignore the bird enter warehouse. Arcade game to room bottom left in room:- get mallet (note fish shape) note wall sign see message on desk (note the names-it's addressed to ZAC, CALLS MIC A TRAITOR. Embarcado Fountain enter pool arcade game in tunnel arcade game past bats & rats into room note message see body get empty flask get drivers licence (under mattress) note name "STONE" (licence dropped by traitor MIC=MIC STONE) enter "MIC STONE" into MAD gives no address ferry building note message on right wall TAD TIMOV apartment enter-and die. Silly sod. Don't bother to go back manhunters apartment enter room get cloth from drawer (note message) Hyde St Pier note Alcatraz look at cage go down steps left look under pier climb pole look in sewer right die as rat food that should end day 1.the 2 victims were MIC STONE & TAD TIMOV DAY 2: Try to follow the plot on the MAD machine follow all tracks to :- Pier 5 Temple Shop Transamerica Pyramid Dr's House Laundry Cablecar Barn Private Club Pier 5 examine body take muzzle use fang note missing finger TAD TIMOV appartment enter appartment use muzzle immediately get camera study picture on wall left (note names & patterns) temple enter main door get shield defend yourself (arcade game) enter stairway under Buddha study all statues, then... study statues 3d right from bottom 1st left 4th right and substitute names in dragon note (the castle is the gateway to hell) look at "heaven statue" use cloth (note the REBUS =F OARP INCHES (its four pinches in case you hadn't guessed)) procede to top of stairs (arcade game - bridge over acid) watch when challenged, get scroll jump through window outside, quickly go to the right enter new door look at pipe and bowls take 4 pinches from bowl 2nd from left smoke pipe watch vision closely take statue look at scroll message shop enter watch leave Transamerica Pyramid enter door watch get gun on right re-enter and go forward (arcade game) watch closely Dr's house enter examine body enter backroom look at body look at test tube use flask get letter from pocket note the signature on the letter... N GORING. Could this be Noah G? Of course it is. Enter Noah Goring into MAD and get another location Cablecar Barn enter Barn enter door left for Cablecar (arcade game) look at posters look at bodies get letter private club just try to enter it,that's all... but take note of the helpful message about your looks, given after you've been removed from your skin... Scientist's house enter look at files in chronological order look on table note needle & thread get matches look through window wax museum go to the museum front look at man use mallet inside museum:- look around everywhere, right up to Zac's house that`s it for today todays names:- Zac West, Noah Goring. DAY 3: This day must be done in the below order follow all tracks to Ghirardell Square Wax Museum Laundry enter go to girl give laundry ticket follow girl when asked watch - and don't panic wait to be rescued before leaving get walking stick Ghirardelli Square (1st time) go to alley entrance get rats paw climb rope go right to sign (arcade game) use walking stick to get ring leave square shop enter shop use rats paw play game take mask with eyeholes private club go to door use mask knock watch as rat pulls off your mask:- use flask get hatchet quick escape through door right, fast Wax Museum enter museum as before (use mallet etc) enter middle chamber look at new body examine tie use fang get orb card Ghirardelli Square (2nd time) go to top enter vent/tunnel at left of tower block at gate:- look at lock use ring watch (when you fall and Phil loses his arm quickly...) get orb on a stick quickly use camera use flash ultimately you'll end up at Hyde St Pier Hyde St Pier go down steps look under Pier climb pole use hatchet watch Alcatraz in store room:- use hatchet at cages:- look in cages identify 'MING' use statue go left to cell access machine use orb card while being scanned, use orb on a stick watch... at baloon:- look at baloon look at handle turn handle use matchbox to light gas jet watch.. (arcade game) (you must steer the baloon to Julius's castle, 2nd building down from the right hand side). In Hell Here you have a problem to solve. Remember the message 'Bring us to Hell and we'll show you freedom' there are three buttons, which identify the location of lava, robots and slaves. there are a number of 'gates'. First, close all gates. Move robots to a cell next to the first lava cell. Open the gate to swamp the robots. Plot the lava route, to direct lava only to the towers at the top, then move all slaves out of it's way without moving any slaves into or out of a named chamber. @endnode @node MANIAC_MANSION MANIAC MANSION Here is one possible solution: I used characters Dave, Syd, and Razor since I found out you need someone with musical talent. Dave did all the moves and carried all the inventory in my game except where noted. Go to front of mansion. Pickup left bushes, door mat, and key. Unlock front door and enter. Open far right door and enter. Open far right door again and enter. (notice key in Chandelier) Turn on lamp and go far right to loose panel. Pull panel. Pickup cassette tape and exit both rooms. Push right gargoyle while another player goes to basement. Turn on light, pickup silver key and exit basement for now. Enter door by grandfather clock and pickup flashlight. Open refrigerator and pickup old batteries and can of pepsi. Go thru dining room to storage room. Pickup jar & fruit drink Unlock door with silver key and enter to swimming pool area. Fill jar in pool and return to main entrance. Position someone by mail box to wait for package. Go upstairs and enter room on left. Pickup wax fruit and paint remover. Exit room. Use key pad and enter correct codes. Enter security door. Go upstairs on right and give wax fruit then fruit drink to green tentacle. Go upstairs on left and enter the first door on the left. Pickup dime and walk to ladder by bed. Climb ladder to room. Pick up record and key on right wall. Exit to hallway. Go to 4th room on right and use hunk-a-matic machine. Exit When doorbell rings, switch to mailbox and pickup stamps on package. Return to person on top floor. While Ed is out of his room, you must enter the room and pickup the hamster, the card key, open the bank and pickup at least one dime. You have to be quick or he will caught you. Enter far right door and use jar on man-eater and paint remover on blotch on wall. Return to 2nd floor and enter codes for security door. Enter. Go to door on right and enter the room where the piano is. Use cassette in player, use record in Victrola. Turn on cassette and Victrola. Turn off cassette and pick up tape. Exit Go downstairs to room on right. Open cabinet door, use cassette in player. Turn on player. Pickup old rusty key ( This key will get you out of dungeon ). Pickup cassette tape and exit. Go upstairs to piano room with someone who can play it. Use cassette in record. Turn on recorder and play piano. Turn on TV and watch. Pickup cassette and exit room. Go to room where green tentacle is and give tape. Pickup demo tape and exit rooms. Bring another member to top floor and give them both dimes. Have them enter room with man-eater and switch to Dave. Position Dave by door to right of Radio room on top floor. Save Enter room of old lady and quickly go up ladder to the right. Turn on light and pull picture in front of safe. Switch to person in man-eater room and walk to hatch. Use dime in coin slot. Push right button Use second dime in coin slot and push right button again. Use telescope and read safe combin. Switch to safe room and open safe. Pickup envelope but don't open it yet. You will be caught when leaving. Just use old rusty key to get out of dungeon. Exit telescope room and man-eater room. Use hunk-a-matic if you have not used it yet before leaving this floor. Return to main floor to met Dave. Send one strong person with yellow key to garage door behind the pool area. Open door, open trunk, pickup tool box. Go to pool. If power goes out, wait 5-6 minutes for it to come back on. Switch to another strong person and go to grating outside by porch. Open grating and enter. Go to water valve at right. Turn on water. Switch to pool and enter. Pickup glowing key and radio. Exit. Switch to valve and turn off water. Exit to kitchen. Switch to pool and have him return to kitchen. Give items to Dave. Fill jar with water from faucet. Use envelope and jar in microwave. Turn on microwave. Remove envelope and jar when cool. Open envelope. Take envelope to man-eater room and use with typewriter. You will need tools and flashlight with good batteries with you. Open room to right and enter room above. Turn on lights and walk to open wires on left. Put good batteries from radio in flashlight and wait. Switch to another person and send them to breakers in the basement. Open fuse box. Turn off breakers and switch back to person in wire room. Turn on flashlight and fix wires with tools. Turn off flashlight and switch back to basement. Turn on breakers and return both members to main lobby. Use stamps on envelope, put demo tape in envelope and put envelope in mail box. Lift flag and leave some there at mail box. After Dr. Fred plays video game, go to room where video games are Enter room and walk to Meteor Mess machine. Use quarter in coin slot. Write down high scores. Return to front door and wait for doorbell to ring. Go to mail and open. Pickup contract and return to house. Give contract to green tentacle in large speaker room. Go to basement and open door with old rusty key. Open Padlocks with glowing key. Open inner door with numbers from video game machine. Enter lab and walk to right. Open door and enter. Walk to cabinet at right. Open cabinet and pickup suit. Use card key on door and enter. Turn off switch and pickup meteor at right. Open door and enter to garage. Use meteor in trunk. Use yellow key in weird edsel.... THIS IS JUST ONE OF THE WAYS TO COMPLETE THIS GREAT GAME.... @endnode @node MANIC_MINER MANIC MINER In-game pause by pressing 'SPACE BAR' and press the '*' on the keypad, un-pause by pressing 'SPACE BAR' again and you should have nine lives, repeat this when necessary. @endnode @node MARBLE_MADNESS MARBLE MADNESS Don't move on Level 1 for a surprise. @endnode @node MARIA_WHITAKER'S_XMAS_BOX MARIA WHITAKER'S XMAS BOX ******************************************************* ** I advise you to backup the disk before trying this: ** ******************************************************* Using SID any similiar program change the name of the file 'MARIA8' to 'MARIA8.BAK'. Now rename 'MARIA1' as 'MARIA8'. Now when you play she should start off in the nude. ******************************************************* ** You do this at your own risk I am not sure if this ** ** infringes Copyrights of the game or other items. ** ** You might also mess up the game completely !!! ** ******************************************************* @endnode @node MASK_OF_THE_SUN MASK OF THE SUN Here's the solution: PART ONE: Out Plane, Get Map, Look Map, Get in Jeep, West, Get All, Out Jeep, Go Hut, Give Food, Out, Get in Jeep, West, NW, Drop all but Pills, Out Jeep, Look Statue, You will see the secret word XOTZIL Remember it, Get Head, Drop Head on Statue. PART TWO: Get in Jeep, Get All, NW, Out Jeep, Go Stairs, Up, Light Match, Light Lantern, Go Door, Shoot, Search Platform, Open Door, Forward, Get Bowl, Forward, Turn Back, Left, Move Sarcophagi, Get Bowl, Turn Back, Left, Right, Get Bowl, Hit Skeleton With Amulet, Get Bowl, Get Urn, Place Urn on Right Pedestal, Go Door, Go Jeep, Get in Jeep, SE, South, West, West, SW, Out Jeep, Go Pyramid, Right, Search Door, take gold key, Forward, Move Block, take black key, Open Door With Gold Key, Go Door, Down, Forward, Left, Forward, Right, Look Pool, Turn Back, Left, Forward, Right, Up, Out, Forward, Forward, Left PART THREE: Get in Jeep, NE, NW, Forward, Forward, Out Jeep, Climb Pit, Forward, Forward, SW, SW, you find yourself having to jump across a river of lava. You need to hit the return key, when the rock is under the lava and ready to rise. You should be able to determine this after watching it for a while. XOTZIL, Go Door, Forward, Look, Altar, Place Amulet on Altar, Get Mask, Search Altar, Get Mask, Wear Mask, Turn Back, Go Passage, Forward, Coffin, R, L, L, L, R, The directions you now take don't really matter. Roboff will eventually appear. However, *before* he does, Wear Mask, When he shows up, he will want the mask, so, Give Mask, Play Flute, exit pyramid. @endnode @node MCDONALDS_LAND MCDONALDS LAND Type 'SPICY BEANBURGER' (with space) on the title screen and you'll have infinite lives. When you get to the bonus room, if you fall down to the exit, then press fire, it will open. While it's open, press 'P', and you should be given another go at the bonus room. @endnode @node MEAN_ARENAS MEAN ARENAS Type 'CHEAT' on the password screen and start the game. You'll come across a level indicated by only a question mark. Enter the next teleporter you stumble upon and make you way to the next question mark. Do this correctly and all will be revealed. Here are are few level codes: '1JKLZOWUYP3XWGVKS4' 'IE2LNC6UYHVWWGFAS4' 'UIOL35NU3PUVWJQ6C4' 'DSHJ112U3HOEWIE5K4' 'JFQKI6JU5P6KWBCJS4' @endnode @node MEAN_STREETS MEAN STREETS You start the game investigating Carl Linsky's death, but you will need certain items in order to complete the game. ORANGE PASSCARD: (Cal Davis) - Password checkmate NC:3720 found in the Huge Ape's cage. You will need the pole from Greg Call`s lab, NC:8911. SECURITY: Move rat cages open the control box, and turn the off switch. PURPLE PASSCARD: (Greg Call) - Password Knight NC:8911. This is on the shelf behind the stalagmite, in the bottom-right hand corner of the screen. To get it, you will need the thick leather gloves found in the sink cabinet in Bosworth Clarke's lab, NC:9932. SECURITY: Move small stalagmite. Use on/off switch. BLUE PASSCARD: (Carl Linksy) - Password Bishop NC:4675. This is in Linksy's Lab/Warehouse, in the car of Band Aids in the wall-mounted cabinet. SECURITY: None. RED PASSCARD: (Ron Morgan) - Password Stalemate NC:6470. This can be found in the tank of Killer Fish! To get it you need to bait the fish with the fish food, from behind the plant in the upper-left corner of the room. SECURITY: on the coffee table, press the 3rd button on the console. GREEN PASSCARD: (John Klaus) - Password Pawn NC:0021. Simple, this just go up to him and ask for it! SECURITY: None. YELLOW PASSCARD: (Sam Jones) - Password Queen NC:0021. Ask him for it, but you may have to beat it out of him. SECURITY: None. GREY PASSCARD: (Larry Hammond) - Password King NC:5037. Go to the "law and order" offices. It should be in the safe, and the combination is in the cabinet. To open the cabinet, go to the workstation, and press the button. SECURITY: In the cabinet, on the shelf, turn the switch OFF. BLACK PASSCARD: (Bosworth Clarke) - Password Rock NC:5194. This can be found in the Bus Station, but you will need the key from Bib Jim Slade's Briefcase in Lola Lovetoy/Frank Schimmings' apartment NC:4550. SECURITY: Behind the art there's an ON/OFF switch. Once you have all the cards, go to the not-so-secret lab at NC:4550. When you get there you will be beaten up by several Law and Order thugs (great fun), and meet a silhouette of Mr Big! To get out of the cell you get thrown into, go to the pile of boxes, move them and get the key. Go to the table, and get the sheet. Go to the panel in the middle-right of the room, open it and take the gas mask. Go down to the control panel and turn on the switch then sprint to the door. When the robot comes in, leave. After a shoot-out, you will come to the main room, where you've got to enter all the passwords in 60 seconds. If you do it you will see a picture of someone, who says "Stop Murphy, join me!" (or summat like that). DON'T or else you will be annihilated by four massive laser cannons! If you manage to stay alive, sit back and watch the film style ending! @endnode @node MEGA-LO-MANIA MEGA-LO-MANIA Here is the ultimate player's guide: Pick a starting sector with the best elements for the inventions you wish to make this time round. Note the components and sector of any Ergonomically Terrific designs. This is probably the best way to design that object and reduces design time by half. If you see another sector later in the game with the same elements available you'll know this design can be knocked out in next to no time. Look out for sectors with a plentiful supply of gatherable elements. These are often the best places to quickly produce a Surprise Attack! During the later stages, especially in Epoch Three, its advisable to find a sector with more sophisticated elements. Eventually you should be able to pick the best seams to mine and know the ones to leave alone. Its always best to check the design menu whenever a new seam is mined. A new design may have just become available. What should you do if a seam or element is totally used up when designing an object? Bin the design on the blueprints menu and there's a chance you may be able to redesign it with the elements you have left. Shields and building weapons can sometimes increase your tech level and reveal an element which could lead to the designs you require. Inventions made from gatherable elements save valuable time and manpower. Always wait until the clocks have ticked down to zero before changing the factory to produce a new object. Knowledge of the different elements in each sector can help you figure out what the computer opponents are likely to arm themselves with. Try to keep your men balanced between tasks to maximise efficiency. Only throw all your men into a single task during an emergency. If time is on your side, try to leave as many men as possible to reproduce in the tower. Men are your currency, bank wisely. There are no overdrafts in Mega-lo-Mania! Designing shields from just gatherables can be a lifesaver if you're under fire but with some spare time. Play sensibly. Don't send unarmed men to attack buildings as they will have no effect. Play sneaky. Send one or two lambs to the slaughter as a tester to see what sort of armies your opponents have hidden away. Use the map to see what your enemies are up to. Remember a building weapon man is twice as strong as an armed man on the ground from the same area. If an opponent is too close for comfort at the beginning of a game, try to ally with him before he starts attacking you. What should you do if your back is against the wall and you're about to die? Try allying with your aggressor! You have nothing left to lose. Use as few men as possible. See how low you can go... GOOD DESIGNS: ROCK, WOOD AND BONES: Rock Weapon Catapult Spear Bow & Arrow Crossbow SLATE, MOONLITE PLANETARIUM: Pike Longbow Giant Catapult Stick Weapon Spear Musket BETHLIUM, SOLARIUM ARALDITE: Catapult Pike Longbow Cannon Boiling Oil Crossbow HERBIRITE YERIDIUM: Longbow Giant Catapult VALIUM PARASITE: Bow & Arrow Boiling Oil Musket AQUARIUM PALADIUM: Giant Catapult TRICKY TEAMSTER TACTICS: SCARLET - RED: Usually a good bet for a quick alliance but prone to infidelity. Tends to attack frequently and with unpredictable armies can be quite easily tempted into a battle in order to divert her men away from duties at home. Try to avoid picking a starting sector next to her or she could cause trouble. She likes designing army weapons. OBERON - YELLOW: Likes to offer himself in alliance more than most and unsurprisingly veers towards the less reliable side of remaining faithful. Oberon is prone to erratic retaliation attacks but is a useful ally in battle. Puts his hand towards any weapon design. CAESAR - GREEN: Not so easy to persuade to ally, but worthwhile and fairly reliable. Seems to have the best balance between defence and attack. Prefers building weapons. You should attempt to limit his territory. MEDCAP - BLUE: A real tough cookie to turn into an ally but faithful as the day is long. A careful tactician he rarely makes a false move. Hit Medcap early to put him off balance. He likes designing building shields. Tends to throw the occasional but devastating attacks. LEVEL CODES: 2nd Epoch BNYABDUNBHV 7th Epoch KUUCTOPLGHV 3rd Epoch COVCPMJVEBL 8th Epoch PEHAJBPKZAQ 4th Epoch WKCCHIEUKNL 9th Epoch GYJDJHPNFHN 5th Epoch GATAVRXRONT Mother Battle TJLBVSNNIGD 6th Epoch WWKDXGPXDBZ CHEAT: At the start of each island, select as many men as you need to conquer the island. Now place your castle on the island in the normal way. Before the screen goes blank and you start the island, make the number of men lower than you had originally chosen. You should now start the island with the number of men you selected at first, but all the men you put back into the 'man pool' will be available for other islands in that Epoch. Oh, and by the way, if you have an A1200 and you're having problems getting this game to work properly, just turn the speech off before you run the game. You should now find that the game runs perfectly (although minus the speech obviously). @endnode @node MEGAWORM MEGAWORM Here are the level codes: LEVEL CODE LEVEL CODE 5 MASTERS OF WAR 40 GOLDEN LOOM 10 DESOLATION ROW 41 UNION SUNDOWN 14 IDIOT WIND 42 LAY LADY LAY 18 FOREVER YOUNG 43 PRECIOUS ANGEL 22 LENNY BRUCE 44 SLOW TRAIN 25 HURRICANE 45 SOLID ROCK 28 JOKERMAN 46 HEART OF MINE 30 SHOOTING STAR 47 FOOT OF PRIDE 32 DARK EYES 48 ISIS 34 TRUST YOURSELF 49 GATES OF EDEN 36 MAN OF PEACE 50 ANGELINA 38 MOONSHINER @endnode @node MENACE MENACE In-game type 'XR3ITURBONUTTERBASTARD'. You should now have a large supply of shields, lasers and cannons. These will eventually run out, so you will have to re-type the cheat. Also, pressing keys '1' - '6' on the numeric keypad takes you to the respective level; 'HELP' to replenish weapons; and 'RETURN' to go to the end of level guardian. If this doesn't work, try typing 'XR31TURBONUTTERBASTARD' (notice the '1'?) instead. @endnode @node MERCS MERCS On level 5 go to the very right of the screen - just before you reach the tank. There you will find a hedge blocking your way, so blast it until it explodes. Now you will be able to enter a secret area packed with pick-ups, including a clown's head. Pick up the head to be blessed with a mega-powerful weapon which kills everything on contact. @endnode @node METAL_MASTERS METAL MASTERS Press 'F4' to freeze your opponent. @endnode @node MICKEY_MOUSE MICKEY MOUSE In-game type '61315688' then press: 'F2' to open the sub-game 'F3' to fight the witch and 'F4' to obtain the gun @endnode @node MIDNIGHT_RESISTANCE MIDNIGHT RESISTANCE On the title screen, type 'IT'S EASY WHEN YOU KNOW HOW' (including spaces) for infinite lives and energy. If this doesn't work, try typing it in during the game after pausing. You can also try typing 'SIAMESE' also for infinite lives. @endnode @node MIDWINTER_2 MIDWINTER 2 You only have to capture the following nine islands to control them all: LOBOS, CAMARGO, GHAZAL, SATARA, SIKASSO, DJOUM, DHAFIA, MAKAT and NDOLA. @endnode @node MIGHT_AND_MAGIC_II MIGHT AND MAGIC II I only detailed the cleric/wizard's spells that you have to look for, actually most of these spells are pretty useless. The only spell I found really useful was Divine intervention which I used once. You do not need to find every single hireling (though I found them all A-X). Only one, Sherman, is crucial in winning the game. (You must find Sherman to get the use of the time machine that Lord Peabody has!). I gave some hints on where they are though... Provided some explanations of 'TRUE' and triple crowns... Also, some insights on circus games... I have a pretty detailed runthrough of what is needed to win the game... Hope ya have some characters of at least 20th level and some good stats... CLERICAL SPELLS: A lot I don't remember but these are the ones that I do! Nature's Gate: Go to bar in Vulcania and eat red-hot wolf nibble chips. Then go Druid's Grove (C3 - 1,9) and you will find a druid eating the same thing. He'll like your breath so much he will give you the Nature's Gate spell... (Frankly I don't find much use for this spell) Walk on Water: Can't remember the exact co-ordinate (it is in C2) Air Transmutation: 8,8 in the air elemental plane (Area A1) Air Encasement: 1,14 in the Air Elemental Plane (Area A1) Frenzy: A group of natives who reside in Native's Cove (Area B4 - 8,1) often go into a Frenzy Earth Transmutation: 8,8 in the earth elemental plane (Area E4) Water Encasement: 1,1 in the water elemental plane (Area A4) Water Transmutation: 8,8 in the water elemental plane (Area A4) Earth Encasement: 14,1 in the earth elemental plane (Area E4) Fire Encasement: 14,14 in the fire elemental plane (Area E1) Fire Transmutation: 8,8 in the fire elemental plane (Area E1) Divine Intervention: Go to the Druid's Cave, at 14,15 is a arch druid who needs a favor from you. Find Horvath! Well, Horvath is within the cave (5,3?) find him and kill him. Horvath is a pretty tough opponet so beware... If you succeed, go back to the druid and he will grant you this spell. Holy Word: In the Lost Soul's Wood (Area C1 - 9,7?) SORCEROR'S SPELLS: Eagle's Eyes: Do the quest in Middlegate, this spell is part of the reward. Lloyd's Beacon: In Corak's Crypt (7,11) Wizard's Eye: In Sandsobar (Geez, the door says Wizard's Eye!) Pay the man! Fingers of Death: Supposedly at C1(1,8) but never found it. Dancing Sword: Kill the Mist Warrior at Mist Haven (A1 - 15,11) and you shalt learn the spell. Starburst: It is supposed to be in the middle of the Dead Zone, but I have yet to find it. You die when you enter the Dead Zone... Enchant Item: Find the Gemmaker in the Gemmaker's Cave (D1 - 10,12? a bit north of Vulcania!) The Gemmaker is at 3,3 in the dungeon. Warning: His fee is TIME! (Your character gets AGED.) HIRELINGS: Dead Eye and Red Duke are in Bozorc's (BOSS ORC) control in D1 at 14,1 Sir Kill and Jed I are in Sarakin's Mines, unfortunately, ya gotta kill Sarakin first (and his undead friends!) Might Nakazama and Lord Peabody's servant Sherman were last seen having some problems with amazons near Native's Cove at 10,1 A couple of guys are in prison in Atlantium, break em out.... A couple of kids are in kept in prison by kobolds in kobold's HQ in the dungeons beneath Middlegate Buy fried troll's liver at bar in Vulcania... I think there are a couple of hirelings who likes your taste... But ya gotta demonstrate your skills to them first... (So what is killing a dozen cripples and misers...) A couple of hirelings are almost dinner for the snowbeast in Tundara... Kill the snowbeast (in the outer walls of the city), skip the emerald ring or you will be accused of murder, and save the 2 hirelings... A lichlord guards a high level wizard in Area D3. A couple of guys are currently being held in prison in Castle Hillstone. Anyways, with the exception of Sherman, most of the hirelings are not necessary to win the game. They are nice to have around. The most a hireling can cost is 50000 gold a day. There is a list of all the hirelings and their locations in the hall of hirelings in Castle Xabran. RAISING STATISTICS: On days 140-170 at B2 14,4 (the circus grounds), there is a circus. Now try a few events there... You will probably lose, but you do a some consolation prizes... A cupie doll! Now go (fly is quicker) to D3 4,13? (somewhere there!) and meet this old raving hermit... He will take the doll and direct you to the pool in the Inner Limits (E2 10,11?). Bath in this pool (usually it is acid, but now!) and you will feel like a WINNER! Go back to the circus grounds and choose a category you want to improve on. For example, if you want improved strength, try to ring the bell... Horseshoes for improved accuracy... Kissing booth for better personality... Shell game for better intelligence... sack race for better speed... head dunk for better endurance... now what was for luck and stamina? (You get the idea...). +10 to the category... INDIVIDUAL QUESTS: For one to be true, each class must fulfil his quest... Each class must be alone or be in the company of thieves. When the quest is done, return to Mt. Farview in area D2 7,0 to claim true status (+) and 5 million experience. Fighters Must kill the Dread Knight at B3 5,14. Paladins Must kill the Frost Dragon in the dungeon among the Forbidden Forest in Area B3. Archers Must kill Baron Wilfrey at B2 11,2 Ninjas Must assassinate Dawn in Dawn's Mist Bog in D4 8,9 Clerics Must defeat a haunt of ghosts at C1 10,15 in the Lost Soul's Woods and collect Corak's Soul. Then go to Corak's Crypt and reunite the soul with his body. One must have an Admit 8 Pass to enter the crypt though, and to obtain one, you have to get it from a zombie in the dungeon beneath Sandsobar. Wizards Go to either castle on the Isle of the Ancients. If you go to the Dark (Evil) one first, follow these sets of doors (the doors are marked), 1-3-1-(3 or 7)-9-11-A-C-G-I the combination to free the evil wizard is Right 46 (type 46 when you enter the right alcove) and Left 23 (type 23 when you enter the left alcove!) The Good (Light) castle and path, follow this path 2-2-4-6-6-12-A-D-F-I, the combination to free the good wizard is Right 32 and Left 64. Barbarian Must kill Brutal Bruno, the Barbarian chieftain at C4 0,15. Thieves Accompany any class on a quest. TRIPLE CROWNS: Buy a key of the appropriate colour. Buy several arena tickets and then fight in the 3 different arenas (Middlegate's ARENA, Sandsobar's Monster Bowl, and Atlantium's Colliseum). Once you have won all 3 fights, you are a triple crown winner of that colour. Go to the bishop of the appropriate colour to claim the experience earned. There are 4 colours and 4 types of tickets: Green Key Key Shoppe in Middlegate Green Ticket Supplies Store in Middlegate Green Bishop Castle Woodhaven Yellow Key Key Shoppe in Sandsobar Yellow Ticket Supplies Store in Sandsobar Yellow Bishop Castle Hillstone Red Key Key Shoppe in Vulcania Red Ticket Supplies Store in Vulcania Red Bishop Castle Pinehurst Black Key Key Shoppe in Atlantium Black Ticket Supplies Store in Atlantium Black Bishop Luxus Castle You have to be BOTH TRUE and a TRIPLE CROWN winner (must be black?) to qualify for the quest for Princess Lamanda (goal of the game). TO WIN THE GAME: First you will need the Element Orb. To get the Element Orb, you must first grab these items, A-1 Tolidor (0,6 in Luxus Palace), J-26 Fluxer (7,6 Castle Pinehurst), N-29 Capitor (3,13 Castle Hillstone), M-27 Radicon (2,11 Castle Woodhaven). Now this part I am not too sure of... Go to Dawn's Mist Bog Cavern at 10,15 and you will find the Element Orb. You will find that you can't leave the dungeon with the Orb in hand. There should be a teleporter in the dunegoen (very near the entrance), use that instead and you should end up in Murray's Cave in Murray's Resort Isle. Another way I devised was to transfer the Orb to the hireling and then 'D'ismissing my hireling. Now I can leave the cave with no problem and I can find the hireling with the Orb same and sound back at the original inn... (Sorta cheated on it...) Ok, so you've got the Element Orb, now you will need the 4 elemental talons. Travel back in time using Lord Peabody's time machine to the 9th Century (Era 8), and go to Castle Xabran at C2 14,8. In Castle Xabran, get the following items... Air Disc (15,15); Earth Disc (6,2); Fire Disc (6,14); Water Disc (15,0) Now, either using the time machine in Castle Pinehurst, or thru the vortex holes at the corners of each elemental planes, travel back to the year 100,200 300, 400 to find the talons. The time of air hides the talon at 11,7. In the P lane of Water, 10,10 will reveal the water talon. In the plane of earth, the talon is enshrined at 8,8. In the plane of fire, the talon rest at 4,4. Each shrine which holds the talon requires the appropriate disc to open. Now you should have all 4 talons and the orb.Go back to the 9th Century again and find King Kalohn at C4 14,5 and see him fighting the Mega Dragon. When he sees you with the talons and Orb, you will haved changed history because history had said the battle would have been lost. Now that the dragon has been vanquished, King Kalohn will live after all.... You return to the 10th Century and you go back to Luxus Palace. Instead of Princess Lamanda, you now see King Kalohn! He tells you of the final quest.To go to Square Lake and try to stop the villain that is going to doom Cron. You enter this fantastic maze (that you won't be amaze with). At the end of this simple maze, you meet him. SHELTEM and his elemental friends... You should be able to defeat him, but alas, can you beat his recorded message? He has left a pre-recorded message and REAL-TIME cryptogram puzzle. If time expires,the world crashes into the Sun.Now, the encription algorithm changes EVERY time so I can't help you with that. But the message is the same every time. Here is the message: We, the people of Terra, in order to form a more perfect union, establish justice , insure domestic tranquility, provide for the common defense... The answer of this is given already, Preamble. Now, find the corresponding encryption and translate the word Preamble to its encrypted code and then you are done! Cron is saved from crashing into the Sun. @endnode @node MIGHT_AND_MAGIC_III MIGHT AND MAGIC III Here are some useful teleport codes: 'HOME' 'DOOMED' 'FIRE' 'SEADOG' 'REDHOT' 'WATER' 'FREEMAN' 'AIR' 'EARTH' @endnode @node MINDBENDER MINDBENDER Here's a playing guide for those who're stuck: HOW TO PLAY: After the preview and the title, the main menu comprising of the following options, appears on the screen: 1. Name/Team 2. Level 3. Hall Of Fame 4. Level Creator 5. Info Screen 6. Start Game 7. One Player/Two Players These options can be selected by pressing the button on the mouse and are explained below: 1. Name/Team. This should be selected after the game has started in order to select a player's name if the game has already been played under a certain name. This has been saved and can be selected by pressing the button on the mouse.If this is the first time you are playing, or should you wish to play under a new name, one of the ten names shown, at the beginning all referred to as "NO NAME",can be changed by selecting "ENTER NEW NAME", selecting the name to be changed by giving the new name.The player's name is also connected with the highest skill level limit. At the beginning of the game or after changing the name, the limitis set at skill level 0. When you have achieved the pre-defined skill level successfully, the level is raised automatically and play can continue. But you don't always have to start at the lowest level. You can start at the level you last reached. You can select your skill level as follows: 2. Level. By moving between the symbols (-) and (+),you can set the desired skill level. You can set the skill level limit in advance. Independent of this skill limit, you can select levels from 50 upward by switching back and forth between 0 and 50 with the field next to "2". This means that from level 50 on you can create your own skill levels. 3. Hall Of Fame. Shows the high score list at the level being played, which has been saved on the diskette. 4. Level Creator. By means of the level creator, levels can be designed and created according to your own ideas. All the elements involved in the game (figures,symbols,etc.), whose function is described below, can be selected (by using the mouse) and used in the play area. The left button on the mouse introduces an element,the right one clears a space. "CLEAR" clears the whole screen."EXIT" means you are leaving the editor. In the case of "CLEAR" and "EXIT",you are asked to confirm your command as to whether the space/screen is to be cleared or not,or wherher the old level is to be replaced by a new one. In the latter case you can also set a time limit for playing at the selected skill level. 5. Info Screen. This option presents an overview of the game elements, together with a short description of each element. 6. Start Game. By selecting this option the game is started. The skill level you are playing at is shown on the main screen. The window on the right shows the control table. The main objective of the game on every level is to deflect the magician's magic beam, carrying one of McDuffin's numerous spells. The ingredients for each individual spell are to be found in the brightly coloured pulsating cauldrons, which have to be hit by the magic beam. This beam can be deflected by a series of tiltable mirrors, but can also be reflected or absorbed by various objects. When all the cauldrons have been consumed by the beam of energy, the spell is complete and a magic door opens,through which you can now guide the beam. When you have donethat you have achieved that skill level. The window on the right shows the skill level you are playing and the remaining cauldrons, your score, the magic energy supply left for the magician and the overload of the beam. The latter occurs when the magic beam is reflected into itself or onto the magician. Next to the two buttons which switch the background rhythm on and off, the game can be interrupted by selecting the "STOP" option. As you are asked to confirm this, "STOP" can be used when you want a break from play for a certain period of time. An exact description of the individual objects involved in the game follows the description of the menu options. 7. One Player/Two Players. By selecting this option you can switch from one to two players. If you have a joystick connected up to port 1, one game can be played by two players at the same time, one using the mouse, the other the joystick. That is to say, commands can be given by pressing the right or left button on the mouse, or by moving the joystick to the left or right and using the firing button. 8. Quit. This option ends the game. LEGEND: Gnome With Tiltable Mirror: By pressing the left or right button on the mouse the gnome turns the mirror to the left or right. The beam of energy id reflected by the mirror. Fixed Polarizers: These polarizers only allow the beam to pass through in one direction. The matal polarizer reflects the beam, the wooden polarizer absorbs it. Gregorius McDuffin. The Magician: Sends out the spell in a straight line. Magic Door: Accepts the spell and ends the skill level. Only opens when all cauldrons have been consumed. Cauldrons: Contains all the ingredients for the spell and must all be removed before the magic door opens. Prism: Sends the beam off in a random direction. Metal Wall: Reflects the beam. Wooden Wall: Absorbs the beam. Ice Wall: Melts when hit by the beam, cue to absorbed energy. Amoebiod Wall: Spreads when hit, because of photosynthesis effect. Cobalt Bomb: Blows up the whole skill level. Castle: Can only be removed with the key.Reflects or absorbs the beam according to the material (metal/wood). Sensor Blocks: Are sensitive to light and jump to one side when hit. Surprise Balloon: Contains various other objects. Beamer: Beams the beam to a second beamer! Evil Gnome: Eats amoebas and cauldrons. Fuse: Fuses when hit, can be put back in by using mouse button. One And Two-way Polarizers (Tiltable): Can be turned using the mouse and allow the magic beam to pass through in one or two directions. Light Bulbs: Are switched to a different circuit when hit; must light up to the end the skill level. Fixed Mirrors: Reflect the beam of energy, but cannot be turned or tilted. Bonus ball (red/yellow/blue): Gives bonus points. Spell-Intensifier: Supplies Gregorius McDuffin with new energy. @endnode @node MINDSHADOW MINDSHADOW Here is the complete solution: PART 1: Let's get started. You awake on a deserted beach with a spectacular view of the ocean. In fact, look at the ocean but but don't go in the water. Go N, then enter the hut and take some straw. Examine the trash can and take the candle. Well, you don't really need it. Exit the hut then go E. Take a piece of steel from the dory, then go E again and take a vine. Go W, W, S, and drop all but the vine. Go E, and you should be at the edge of a cliff. Tie the vine to a rock then go Down. Enter the cave and examine and search all, then take a rock from the ground. Dig in ground. Take the map, then E, Up, W. Look at the map, then N. At this point, you might want to save the game. Go N, N, E, N, E, E,S, S, E. Search the trunk and take the bottle, but don't drink it. Go W, W, N, W, W, S, W, S, S, S. Drop the map, then take the piece of steel and the shell. Listen to the shell. Type, "BANG ROCK WITH STEEL OVER STRAW TO MAKE FIRE".Drop the rock and the piece of steel, then wait. When the boat comes, offer the captain the bottle. PART 2: You should now be on the pirate ship and the captain will have left you alone to go exploring. Go N, W, and talk to the doctor. Go S, then fight with the man. Go S again and take the meat cleaver. You can also eat the fish if you like sashimi. Go N, N, E, S, S, S, W,then cut the chain with the meat cleaver. Go E, N, N, E, E. You should now be in England. Go E, E, E, S, and search the sleeping man. Take the hat and the money, then go N, W, W, S. Give the man 5 pounds and take the pole. Go N, W, and get the debris with the pole. Drop the pole, then take the newspaper. Read it. Remember to remember. Go E, N, and talk to the man. Give the man 5 pounds and remember the password (it may vary with different disks). Go S, E, N, E. This is another good spot to save the game. Talk to the woman, then give her the hat. Go E. Examine the drink, then follow the man. Go S, W, then take the hat and look inside the hat.Rather then leave a tip, you can kiss the woman. Go W, N, E, then type, "CHANDRALT" or whatever the password is in your game. Give the man 200 pounds for your ticket then go W, S, S, W, N, N, and enter the airplane. Remember to remember. You should now be in beautiful downtown Luxembourg. Go N, W, then BOOTH 11.Talk to the man. If that doesn't work, search the man. Take the note and the ID card, then read both of them. Go E, E, N, N, W, Up, N. This is another spot to save the game. PART 3: Go W, then DUCK. Examine the room and take all. Read the parchment. Go E, S, Down, E, S, and now we are going on a little nature hike. Go E, E, E, S, and dig in the ground with the shell. Drop the shell, then take the leaflet and read it. It sure does look like a bank account number. Go N, W, W, W, W, and talk to the woman. Type in the bank number then open the box. Take the gun, then drop the box. Go E, N, W, Up, N, N, N, N. This is it. Save the game again, then E. Shoot the man with the gun, then take themessage and read it. Now, if you have remembered all the names and found all the clues, you should regain your memory and solve the game by using the THINK COMMAND. Type "THINK ARCMAN". "THINK BOB". "THINK MASTERS". "THINK JARED". "THINK TYCOON". "THINK LUXEMBOURG". "THINK WILLIAM". At this point, a new screen should appear with the entire story of your trials and tribulations. @endnode @node MISSION_IMPOSSIBLE MISSION IMPOSSIBLE Here's the full solution: Play the tape recorder, and listen carefully. Then get the recorder, and go west and south to the grey room. Sit in the chair, then push the red button first and the white one next. Now, get up and look. There's a picture of you here. Pick it up; it's important! Now comes the hardest part of the game. You have to kill a little time until the saboteur croaks, then look in various rooms until you find him. There's nothing you can do about that, so for a while you're just going to be on your own. Think of it as a good opportunity to practice map-making skills. Once you've found the dead saboteur, frisk him <"Frisk Saboteur">. Get his picture, then get him . Now, make your way to the white door. There's no way I can give you directions for this, since there's no telling where you found the saboteur . When you get there, "Show Picture." The program will always assume you're showing the right one, if you have it. The door will open and you will be inside. Now, drop the saboteur , and break the window with the tape recorder. The TV camera will come on and scan the room. "Show Picture" again...this time, it's the picture of the saboteur. The camera will scan the picture, then the saboteur, and turn itself off. Now you can go out the window and pick up the yellow key on the window ledge. Go back inside, and drop the two pictures you're carrying, since you won't need them anymore. Push the white button and the door will open, allowing you to leave. Now, go South, down, and South again to the grey room. Sit in the chair and unlock the yellow button. Press the yellow button first, then the white one. Stand up and get the picture, then head North, down, and North to the maintenance room. Get the mop and shake it. Drop the mop and get the key. Also pick up the wirecutters. Now, head back East to the corridor and push the yellow button. Drop the picture, then go South, up, and South to the grey room again. Sit in the chair and unlock the blue button. In this order: blue, red, white, press each button and get out of the chair. Drop the key, get the picture, and go North. Then turn West and pick up the pail. Now, go East, North, and North to the blue door, and show the picture. Once inside, drop the key and go West to the store room. Get the radiation suit and wear it, then fill the pail with water. Return East and open the control room door. It won't be easy, but you can do it! After that, go East into the break room and leave the pail there. Now, go West into the control room, then down to where the bomb is. Cut the wires and get the bomb. Then, go up and East to the break room. Get the pail, then pour water. WHEW!!! The bomb is deactivated! You have successfully completed your mission!! @endnode @node MONKEY_ISLAND MONKEY ISLAND Here is the complete solution: PART I : THE THREE TRIALS - You will start the adventure at the lookout point above the town. The lookout tells you where to go to begin your quest. To start off, walk right along the dock to the Scumm Bar. Open the door and walk in. Walk to the red curtain and talk to the important looking pirates. Tell them you want to be a pirate and get them to tell you about the three trials before you leave. Open the door to the right. The cook will tell you that you're not allowed in. Wait for him to come out and walk off the screen to the left, then walk in. Pick up the hunk of meat and the pot, open the door on the right and go outside. Walk to the end of the jetty to make the seagull fly away, then quickly pick up the fish before he returns. Go back out to the street, walk to the cliffside and walk right to the path. Go to the clearing in the middle of the island and walk left to the circus tent. Interrupt the Fettuccine brothers' chat and ask them how much they'll pay you to do the stunt. Agree to their offer and tell them you have a helmet. Use the pot and you will find the trick will be performed. Talk to the brothers to indicate you're OK and then when you leave the tent walk back to the path. Go back to the village and walk through the archway to the main street. Talk to the citizen of Melee, and when he asks you about Sven, say that you know someone called Dominique. Tell him you'll take the map, then leave him. Open the door to the Voodoo Shop and go inside. Pick up the chicken which is lying on the trunk and look at it before going back out to the street. Walk to the archway under the clock and walk to the alley where the 'Psssst' is coming from. A man will appear and hassle you. Answer his questions and he will introduce himself as the sheriff before leaving. Go back to the street, open the door to the shop and walk in. Pick up the shovel and the sword and talk to the storekeeper. Tell him you want the sword and the shovel, then browse. Leave the shop and walk out past the cliffside to the path. Go to the house at the far right of Melee Island. You will be stopped at the bridge by a troll. Give the fish to the troll and he will let you pass. Continue the journey to the house and try to open the door. Guybrush will knock and a man will answer. Ask him to train you to be the best swordfighter on Melee Island and insist that you have what it takes. Let him have 30 pieces of eight and show him your sword when he asks. He'll invite you in and start the lesson. Once the training is finished, you will need to learn some insults. Walk to the path and go to the junction just to the left of the fork. This is where you will have most change of a scrap. Keep fighting any pirates that come along to collect their insults and their replies. If you have an insult but don't know the answer then use it, since the responses are the important thing! At some point you will be told that you are good enough to fight the Sword Master. You're not!! Get as many of the 20 responses to insults as you can before you stop fighting. When you're ready, go to the fork to enter the forest. Walk into the back of the screen and pick up the yellow plants. Wander around the forest until you come to a chasm with a sign post next to it. Push the sign to make the bridge appear, then cross it. Walk to the right and talk to the Sword Master. Tell her that you've come to kill her and the fight will start. The insults that the Sword Master throws at you are different to the ones you have, but you need to use the same replies. When the Sword Master is defeated, she will give you a 100% cotton T-shirt. Look at it to see your prize. You can now use the Sword Master's insults on anyone you fight to win easily, but you don't need to get into a swordfight from now on. Walk to the fork to get into the forest again and look at the map for the directions to the treasure. Although they look like dance steps, they are instructions. Back means into the back of the screen, while left and right mean off the screen in that direction. Once you find the treasure clearing walk to the right and use the shovel on the X. Look at the T-shirt to see your prize and walk to the left to get back to the road. Go to the village and walk to the town itself and walk through the archways towards the Governor's mansion. Use the yellow petal on the hunk of meat and give the now-formed meat with condiment to the deadly piranha poodles. When the poodles pass out you can open the door and walk in. Open the door just to the right of the front door and walk in. A surreal fight sequence will then unfold giving you some items. Walk back out of the front door and back to the town. Walk into the jail and talk to the prisoner. Go back out to the street and go into the shop. Talk to the shopkeeper and ask him for a breath mint, then leave the shop. Walk back to the jail and give the breath mints to the prisoner. Ask if he has a file, then give him the gopher repellent. When you have the cake, go back to the street, walk back to the Governor's mansion and then go in. Open the cake to find a file and walk to the gaping hole. The fight will continue until you eventually emerge with the fabulous idol. The sheriff will stop you asking what you're doing with it. Answer him and the Governor will appear sending him away. Chat to the Governor (well, sort of chat) and walk to the front door when she leaves. Open the door to find the sheriff. When you answer him, he will take you and throw you off the dock. When you appear underwater, pick up the idol. You will then collect the sword and climb back up to the dock. The lookout then arrives to tell you that the Governor has been kidnapped. Ask him about it and he will give you a note from LeChuck telling you what's happening. Walk right to the Scumm Bar and go in. Pick up all the mugs and walk to the red curtain. Pick up the other mugs, then talk to the cook. Ask him what's wrong and get him to tell you where to get a (much needed) ship. Open the kitchen door and go in. The next sequence has to be done pretty speedily. Use the mug on the barrel and zoom off to the jail. The grog will eat through the mugs, consequently at various points on the trip, use the disintegrating mug of grog on one of the empty mugs. When you get to the jail, use the mug of grog on the lock so that the prisoner is let free. When you try to convince him to join your crew he will run away. Walk back out to the street and out to the cliffside, then walk to the path. Go to the shore at the top of the island. When the screen with the neon sign appears. Use the rubber chicken on the cable to get across the gap. Open the door to the house and walk in. Meathook will appear telling you he doesn't like visitors. Tell him the Governor's been kidnapped and you should get a crew and rescue her. Meathook will give you a test to prove your worth. when Meathook has opened all the barriers and runs away, open the little door and tickle the winged devil. Meathook will agree to be in your crew. Use the rubber chicken on the cable to get back across the gap and walk to the path. Go to the Sword Master's and talk to her. Get her to join your crew simply by telling her that the Governor's been kidnapped, then walk back to the path. Go to the lights, which are actually Stan's Used Ship Emporium. Stan will approach you and start his sales pitch. Say you don't have much money and tell him you want credit. He'll turn you down. Say you want to think about it and try to leave the yard. Stan will stop you and give you a card and a magnetic compass. Go to the village and walk to the shop, talk to the shopkeeper, telling him you want a credit note. Say that you are employed and he will get the note from the safe. Make a careful note of the combination! Whatever job you tell him you're doing he won't believe you and will put the note back (last chance to get that combination!). Say that you're looking for the Sword Master to send him away. Walk to the safe. Using PULL to move the handle anti-clockwise and PUSH to move it clockwise, enter the combination to open the safe and get the credit note. Go outside and return to Stan's Boat Yard. Ask to see the ship again and say that you have a credit note. The negotiating will now start. Talk about the extras and say that you can live without each one until the first one appears again. At this point say that you've heard enough about the extras. Ask Stan how much he thinks the ship is worth, then say you don't want it after all. Say you guess he's right when he calls you back. Ask him what he thinks it's worth again, then make him an offer of 5000 pieces of eight. He'll then sell you the ship. Leave the yard and then go back to the village. Walk to the dock to meet Stan with your ship. He will give you some literature to use later on in the adventure. Greet your crew when they arrive and then it's off on the big adventure! PART II : THE JOURNEY - Once the crew have made their position clear and you retire to the cabin, open the desk drawer and look at the contents. Look at the book to read it. Pick up the feather pen and ink, then walk to the door to get to the deck. Walk to the rope ladder and pick up the Jolly Roger when you have climbed to the top. Go back down to the deck and go down to the hatch. Walk to the door to get to the galley. Pick up the pot and open the cupboard. Pick up the cereal and open it to get the prize. Look at the prize you will see that it's a small key. Walk back up the ladder and walk to the hatch to go down into the hold. Open the chest on the right and look at it to get the fine wine. Pick up the giant piece of rope and open the kegs on the left to get some gunpowder. Now go back out to the deck. Walk back to the cabin and use the small key on the cabinet. Open the chest inside the get a piece of paper and some cinnamon sticks. Look at the piece of paper to read the recipe, then walk back on deck and go to the galley again. Use the cinnamon sticks, the Jolly Roger, the rubber chicken, the ink, the cereal, the fine wine, the breath mints, the piece of paper and the gunpowder with the cooking pot. The pot will go bang and start to steam, which makes you pass out. When you wake up, go to the deck to discover that you are at Monkey Island. Go back down to the hold and open the kegs again to get some more gunpowder from the kegs, then return to the deck. Use the gunpowder in the cannon nozzle and the giant piece of rope with the cannon to form a fuse. Go back down to the galley and use the feather pen with the red hot fire to form a flaming mass. Return to the deck, use the flaming mass with the fuse, and use the pot. The cannon will then fire you onto the shore of Monkey Island... PART III : UNDER MONKEY ISLAND - After Herman walks away, walk to the jungle to see the map of the island. Go to the river fork in the middle of the island and walk to the footholds across the river. Push the rock off the edge and, oh no!! Your ship will be sunk!! But don't worry. Pull the primitive art twice, then walk to the next set of footholds to get to the top of the rock tower. If Herman appears, just say anything and he'll walk away. Push the rock off the edge. The rock should hit the banana tree on the beach. Walk back down to the river fork and return to the jungle. Go off to the left and go to the fort on the edge of the volcano. Pick up the spyglass and the rope and push the cannon. When Herman appears, say that you think a monkey did it. Ask him a question, then leave the conversation. Pick up the cannonball and the gunpowder and walk back to the jungle. Go back to the river fork and pick up the note under the rock. Look at the noteworthy rock to get a piece of flint. Use the handful of gunpowder with the dam, then use the flint with the cannonball. The dam will burst and the water will carry you along. Go to the pond at the end of the river and pick up the rope by the unhealthy looking man. When Herman leaves, walk back to the jungle and walk to the crack. Use the rope with the strong branch on the edge of the crack and walk down to the next ledge. Use the other rope with the sturdy stump and pick up the oars. Walk back to the jungle and return to the beach where you first landed. Pick up the bananas and use the oars with the rowboat. Paddle to the right, around the headland and up to the beach near the top of the island. Walk to the jungle and go to the village. Walk to the hut on the far left and pick up the bowl of fruit to get the bananas. As you try to leave the village, the cannibals will stop you and try to get you to give them an offering. Give them anything, but they won't accept it and will lock you in a hut. Pick up the skull on the floor and open the loose floorboard underneath. Walk to the hole to escape. Get back to the boat and paddle back to the island with the banana tree. Walk to the jungle and go to the monkey. Give him bananas and look at him until he looks happy, then he'll follow you. Walk back to the jungle and go to the clearing on the headland to the right. Walk to the right until you reach the totem poles. Pull the nose on the left-hand totem pole and walk to the gate that opens. The gate closes again, but the monkey will swing on the nose, keeping the gate open. Walk to the gigantic monkey head and pick up the wimpy little idol. Then go back to the jungle and go on back to your own boat. Paddle round to the beach at the top and go to the village again. Walk to the hut on the left, then walk back to the right. The cannibals will stop you again and try to get you to give them something, so give them the wimpy little idol. Walk to the hut on the left and go in. Pick up the banana picker and go outside. As you head to the village you will meet Herman. Give him the banana picker and he will give you the monkey-head key. Go to your boat and paddle round to the beach just next to the headland. Go to the clearing and walk to the gigantic monkey head. Use the monkey-head key in the gigantic monkey ear to make the head open. Go to your boat, paddle to the top beach and go to the village to meet the now friendly natives. Tell them there is something they can do for you and you are looking for someone dead. They'll tell you about their magic potion. Say you are going to kick LeChuck out. The natives will stop you, so get them to tell you about the head of the navigator. Give the leaflet to the natives and they will give you the head and the necklace. Go back to your boat and paddle back to the beach. Go to the clearing, walk to the gigantic monkey head and go in. Walk to the right until you get to the next cave, then use the head of the navigator. Walk through the catacombs, following the direction that the head looks until you reach LeChuck's ghost ship. Talk to the head of the navigator and ask him for the necklace. Keep pleading with him until he gives it to you then use the necklace to make yourself invisible. Walk to the ghost ship and walk to the door over to the left. Use the magnetic compass with the key then walk back to the deck. Walk down the hatch and walk to the passage on the right. Pick up the ghost feather which is by the ghost chickens and then go back through the passage. Use the feather on the sleeping ghost crewman's feet and pick up the jug-o'grog he drops. Go through the passage and use the key on the hatch. Walk to the hatch and use the jug-o'grog with the dish. Pick up the cooking grease and go back up to the deck. Use the glob of grease on the door on the right to stop it squeaking, then open it and go in. Pick up the ghost tools and go back to the deck. Go down the hatch and through the passage, use the tools on the glowing crate to get the voodoo root. Then go back to the cave and walk off to the left. You will now appear back at the village. Have a chat to the three-headed monkey (?) while the natives mix your potion, then walk back to the jungle. You will appear in the cave next to a ghost. Ask him what happened and about the wedding, then get ready to go. Your crew should now appear and you can go back to your ship and leave Monkey Island. PART IV : GUYBRUSH KICKS BUTT - Walk off the dock and you will be assailed by a ghost. Offer him the root beer and he'll get zapped. Walk to the town and walk up to the grim spectre. Tell him you've some magic root beer to blast him. Walk to the church, open the door and walk in. Say 'Stop the wedding' and when LeChuck threatens you say 'Take this!'. The Governor will appear, try to see what's going on. Say 'Take this!' to find that your seltzer is jammed when LeChuck threatens you again. LeChuck will belt you and you will land in the grog machine in Stan's boatyard. When LeChuck shakes you out of the machine, pick up the bottle of root beer. As soon as you have the bottle, use it on LeChuck, and you can be reunited with the Governor. @endnode @node MONKEY_ISLAND_2_-_LECHUCK'S_REVENGE MONKEY ISLAND 2 - LECHUCK'S REVENGE If you're too lazy to play this game to the end, hold down 'ALT' and press 'W'. This will make the computer play the game through to the end all on its own! If you're not quite that lazy here's the full solution to the game: PART I : THE LARGO EMBARGO - There are three main tasks to be completed on Scabb Island before you can get to any of the other islands:- 1. Largo's embargo must be lifted by making a voodoo doll to scare him off the island. Go to the swamp and talk to the old voodoo lady who will tell you which ingredients are required. 2. Captain Dread's 'lucky eye' necklace must be replaced. 3. Guybrush must earn enough money to pay for his passage off the island. OK. Here we are on Scabb Island. Pick up the shovel by the sign and walk over the bridge, where you'll be mugged by Largo. Never mind, easy come, easy go. Walk to the window, pick up the knife from the table and go back outside. Walk to the door on the left and pick up the pile of paper. When the cartographer rubs his eyes, quickly grab his monocle - this is a replacement for Captain Dread's lost 'lucky eye'. Go back to the path, up to the cemetery and then to the graves on the hill, right at the back of the screen. Now for a Hammer Horror-style spot of exhumation. Use the shovel on the grave, pick up the bone (and live the experience), and then go back to Woodtick thoroughly shocked at your devilish behaviour. Some people have no respect for the dead. Walk to the ship on the far left and use the knife on the rope that tethers the alligator. When the innkeeper leaves, pick up the alligator's bowl to get the cheese squiggles (his favorite). Walk to the door at the back and go into Largo's room. Pick up the toupee, and use the bucket of mud on the door. Walk to the dressing screen and Largo will walk into the room, trigger the old bucket-of-mud-on-top-of-the-door trap, and he will dash off to the laundry to get his clothes cleaned. Walk to the ship where you got the bucket (Mad Marty's) and wait for Largo to leave. Go back to his room and close the door. On the back of the door you'll find a laundry ticket, which you must take to Mad Marty's ship. Give the ticket to the laundry guy and you'll collect a fetching piece of Largo's attire. Go back to the swamp and use the coffin. Row to the right until you come to a shack. Paddle over to the shack, pick up the string on the table and walk to the right. Ask the voodoo lady about business and continue the conversation about Largo. When she asks for the voodoo ingredients, give her the four objects - the spit, the toupee, the bones and the bra. When you've got the voodoo doll, go back to Largo's room, quickly use the pins in the voodoo doll, and it's bye bye Largo. That's got rid of one rat, but now we've got to catch one. After talking to the voodoo lady again, go to the beach and pick up the stick. Wander back to Marty's laundry, open the box and use the stick on it. Use the string on the stick and use the cheese squiggles on the box. Walk to the other end of the string and wait for the rat to scurry under the box to munch on the tasty squiggles. Pull the string, open the box and pick up the rat. Walk to the window and use the rat in the vichyssoise (french for potato and leek soup). Go back round to the hatch and ask the bartender about the stew, and take the job when the chef gets the sack. You'll get a month's wages, but you don't have to do a stoke of work for your money. Walk to the window and go to the peninsula at the bottom left-hand side of the island. Skank over to the houseboat, give the monocle to Captain Dread and charter a ship. You're now ready for the second stage of the adventure... PART II : FOUR MAP PIECES - A single solitary objective in Part II - collect the four map pieces. No sooner said than you've got an incredibly convoluted set of puzzles on your hands - with a lot of island hopping to boot. Now you're on Part II, things start to get a bit tougher. Pick up the bag of parrot chow and walk to the door. Ask what your choices of destination are and set sail for Booty Island. Open the door to the left and walk through it, you're now in the Booty Boutique. Buy the 'Beware of Parrot' sign, the saw and the ship's horn. Put the parrot chow on the hook to distract the bird's attention and then buy the mirror. Talk to the shopkeeper, who says he'll only part with the map piece in exchange for the figurehead from the Mad Monkey. Go out of the door, walk to the right, talk to the woman in the big hat and ask her for a leaflet. Walk to Stan's door, tell him you have to go and he'll give you a handkerchief. Then it's back to the boat and tell Dread to sail over to Phatt Island. Pretty soon you'll find yourself incarcerated, but as Papillon knows, escaping is easy if you put your mind to it. Pick up the rock-hard matress and the stick. Use the stick on the bone and then pick up the bone. Use the bone on Walt, pick up the small key and use it on the cell door. It's hardly Escape from Alcatraz, but it's still good for a laugh. Open the two envelopes and walk to the door. Use Captain Kate's Leaflet on the wanted poster and walk to the library (why doesn't Guybrush ever run anywhere?). Open the model lighthouse and take out the lens. Look at the card catalogue, open the drawer labelled C/D and find a card called Disasters. Look in the P/Q/R drawer and pull out the recipes card. Go to the librarian and ask for 'The Joy of Hex', 'Great Shipwrecks of Our Century', and a third book of your choice. Don't worry about clocking up a massive overdue fine, you won't stick around long enough to pay it. Leave the library and walk to the front alley. When the man leaves, follow him, open the slot on the door and ask for the next number. The answer is the number of fingers the man holds up first. Go back to the alley and ask the man for a game. Bet on the number you were told and then ask for the party invitation. Go to Governor Phatt's mansion and talk to the guard. When you get a chance, tell him there's a fire in the kitchen and walk to the stairs. Swap the third book you picked up at the library with the one on the bed and return to Dread's ship. Set sail for Scabb Island. When you get there, walk to the hatch and talk to the bartender. Ask for some grog and give him your library card. Buy all three drinks and use the yellow drink on the blue drink. Use the crazy straw on the green drink, use the banana on the metronome and pick up Jojo. Go to the men of low moral fibre and saw off the guy's wooden leg. Walk to the door by the toll bridge and pick up the hammer and nails - the woodcutter is tending to the poor chap who's leg you amputated. Back to Booty Island for more fun and frolics. Go to the costume shop, give the invitation to the shopkeeper and pick up the dress. Go to Stan's and ask about a used (this is getting a bit sick!) coffin. When he gets in one, close it and use the nails on it. Pick up the crypt key, which is on the board at the back of the shop, and then leave and walk to the path on the right. Join the spitting contest and use the ship's horn. When the spitmaster walks off, pick up the flags. Use the crazy straw on the green drink and walk to the fault line. You'll need to have two goes at spitting. The first doesn't really matter, but the second time, a winning spit should go something along the lines of 'Swish swish hoooooook chwwwwwwk ptooie'. Go back to the antique shop, give the dealer your plaque and persuade him to buy it. You'll probably have to work your way through a load of old hogwash to make him want the junk you're offering. If your patter is good enough, he'll pay you 6,000 pieces o' eight. Leave the shop and look at the 'Great Shipwrecks' book which you borrowed from the library. Remember the coordinates of the sunken galleon and then go and spring Captain Kate from jail. While you're there, get the vanilla envelope from the shelf, and open it to reveal some 'near-grog'. Ask Captain Kate if you can charter a ship. Get her to sail to the coordinates given in the book and when you get there, dive over the side for the galleon. Pick up the monkey head and then pick up the anchor or the rope to get back up to the surface. Head for Booty Island, and when you get there, give the antique dealer the monkey head and claim the first piece of the map. Complicated? You ain't seen nothing yet! Walk to the path on the left and go to the governor's mansion. Give your invitation to the guard and put on your costume. Go into the mansion, pick up the map piece from the picture frame and try to leave. Try your hardest to persuade Elaine to come back to you, but you'll always fail, she'll throw the map piece out of the window and Guybrush will be kicked out. Go back upstairs and take the oar down from the wall. Go back outside and try to pick up the map piece, but it will fly away. Walk over to the woods on the right and change clothes. Walk back to the mansion, pick up the dog and walk to the side of the house. Knock over the garbage can by picking it up, and quickly walk to the front. Walk to the side of the house on the other side, preferably before the chef catches you, and walk to the door. Pick up the fish and sail off to Phatt Island. Walk to the pier and talk to the fisherman - it's his pole you're after. Accept his bet and give him the fish. When you've got the pole, go back to Booty Island, walk to the path on the left and go to the cliff. Walk to the edge of the cliff and use the fishing pole on the map. Just as you are reeling in the map a seagull will nick it and fly to Big Tree, so follow it. Once you're there, get the plank that is sticking out of the tree, and use it on the hole in the far left of the trunk. Use the oar on the hole next to it, then walk onto the big root just to the left. Climb onto the oar via the plank, and... oh no, disaster strikes! Guybrush falls and hits his head. Will he survive? 'Course he will! Although he's unconscious. He's far away in slumberland dreaming of a song, and writing the words down on the spit-encrusted paper. When he wakes up, pick up the broken oar and head for Woodtick, where Woody (the carpenter) will fix the oar (if you ask him nicely). Return to Big Tree, climb onto the plank again, then use the newly fixed oar in the hole to the right. Walk onto that, then pick up the plank and use it in the next hole along. Keep on in this way until Guybrush takes over and climbs to the top. Walk to the small hut and pick up the telescope. Go to the bigger hut in the middle of the screen, and use the dog to sniff the pile of maps - he will pick out the second piece of the map. Go back to Dread's ship, and set sail for Phatt Island. When you arrive there, go towards the waterfall and climb up until you reach a pump. Using the monkey on the pump will stop the water flowing, and will also reveal a secret about the waterfall. Now walk to the bottom, enter the 'newly discovered gaping hole' and keep going until you reach a beach. Go to the cottage at the top of the screen, open the window on the left (you'll find out why later) then walk through the door. Inside you'll find Captain Rum - talk to him for a while, then challenge him to a fight. He will back down but will challenge you to a grog-drinking contest instead. He will provide the grog (the strong stuff) which you should throw into the nearest tree and replace with some (low-alcohol) near-grog. Sit down, and when Rum comes back drink the near-grog and wait for him to pass out. When he's unconscious put the mirror in the frame, then go outside and use the telescope on the grotesque statue. A ray of light will bounce off the mirror and focus on a brick in the wall - take note of which brick it is. After you've picked the telescope up, go inside, pick up the mirror then push the selected brick. You should then fall into the cellar, where you'll find a skeleton with the third piece of the map. Pick it up, go left through the hole and back to the main island. Head for the cemetery on Scabb Island, look at all the tombs and go into Stan's crypt, using the crypt key. Look at the book of quotations, and memorise the one by Rapp Scallion. Looking at all the tombs will reveal an epitaph that matches one of the quotes. Open it up and take some of the ashes from inside. Remember the voodoo lady's shack? Did you look on the shelves? Can you guess what you have to do now? Yes that's right, go back to the shack in the swamp (remember to close the tomb first), and try to get the 'ASH-2-LIFE' potion bottle. Talk to the voodoo lady, then give her the book 'The Joy of Hex' and the ashes. She will give you some real ASH-2-LIFE in return. Go back and use it on Rapp's ashes, then watch him change from a pile of dust to a living, breathing, er, weenie cook. Offer to turn the gas off back at the Weenie Hut (on the beach where you started), and he will give you the key to it. Go back to the beach, and use the key on the door (the Weenie Hut is behind Bart and Fink). Go inside and use one of the stove knobs to turn off the gas. Return to the tomb, use the potion on Rapp again, then tell him that you've turned off the gas. He will eventually give you the fourth piece of map! Close the tomb and the crypt, then go and see Wally (the cartographer) in Woodtick. Give him the model lighthouse lens and all four map pieces, then ask him (very nicely of course) to draw you up a new map. This he will do, as long as you promise to get a love potion from the voodoo lady. Go to her and get one, but... Alas! She will sense that Wally is in trouble. Go back to Wally's, look at the writing on the table, then go back to the swamp and open the Juju bag. Open the crate, then use it. Guybrush will then be taken to LeChuck's fortress by some delivery men. Right! On to Part III! PART III : LECHUCK'S FORTRESS - When Guybrush gets out of the crate, head right and go through the door at the top of the stairs. Now walk right and keep going until you reach a dungeon. Walk to the left cell and talk to Wally. Now look at the spit-encrusted piece of paper that holds the words to the song from the dream sequence. Get some paper and write down the first three bodily parts of each verse in the given order (e.g. Verse 1 = Head, Hip, Leg etc.). Go back the way you came and, if you pass a sculpture in the wall with the body bits in the order of Verse 1 (e.g. Head at the top, Hip in the middle and Legs at the bottom), push it, and walk through the gap. If you don't find a matching one by the time you reach the sign posts, go down the back tunnel and keep looking. Once you've found one, do the same for the second and subsequent verses. In the end, you will reach a big door with several locks on it. Push the middle of the door and go through the doggy flap. The key to Wally's cell is on the wall next to LeChuck's throne, so pick it up. LeChuck will capture you and leave you hanging around with Wally. Drink some of the green drink, and spit at the pan below you to move it slightly. Then spit at the shield to the right of Guybrush and it should bounce off several things and put out the candle (if not, keep on trying). You will now escape and find yourself in the dark, so use a match from the Juju bag and leave quietly (tee hee). PART IV : DINKY ISLAND - Once you arrive, walk right to the man and talk to him. If you want, ask him about philosophy then go through all the colours available (there are plenty of them!) to discover a fact about Zen existentialism (not that there is such a thing, unless JP Sartre fibbed a lot). Open the barrel, pick up the cracker and give it to the parrot. Remember the directions he gives you. Go up to the still (the big shiny machine), pick up the Martini glass that's on the ground and fill it with sea water. If you now use the cup on the still, it will distil the water (remove the salt from it). Pick up the crowbar and the bottle from the sea, then go left and into the jungle. Take the left path at the fork and follow it until you reach a tree with a bag hanging from its branch. Use the bottle on the tree trunk then use the broken bottle on the bag. Pick up its contents (a packet of instant cracker mix), look at it then use it with the water in the Martini glass to make two more crackers. Go back the way you came until you reach the fork. Follow the other path and you should reach a pond (by the way - try wandering further until you come across a call box - use it just for a laugh). Remove the rope from the top of the box, then open the box using the crowbar. Take the dynamite, then use the crowbar with the rope to form a makeshift grappling hook. Follow the directions the parrot gave you, then give the parrot another cracker and follow his new directions. At the next point, give the parrot your last cracker and the directions will then take you to a big X. Use the shovel on it then use the match on the dynamite. Then use the dynamite on the hole. Once it has blown up, enter the chamber and use the grappling hook on the frayed metal bars around the hole. It's about this time that you should get the feeling of deja vu! (You'll know what I mean when you get there.) Now you're in darkness, click on the USE button then scan the screen for a light switch. You will find yourself in a small network of corridors, similar to those in LeChuck's Fort... Wait a minute... Aaaaaarghh!! And other pirating expressions!! It's the dread pirate, LeChuck!! Even though the idea holds no appeal, you must talk to him for a while, and he will begin stabbing a voodoo doll of Guybrush. He will then transport Guybrush to a different part of the complex. Walk around and have a look at the various rooms (LeChuck will keep looking for you and zapping you around from time to time). When you find a room with lots of boxes, open the nearest ones and take a balloon, a Kewpie doll and a bottle of root beer. When you find the first-aid room, examine your dad's remains and take his skull. Put it and the Kewpie doll int the Juju bag, thus making the beginnings of a voodoo doll of LeChuck (the 'one from the dead' in this case is the skull). Go to the right of the screen, open the medical drawer and take out the syringe, then open the bin to the right and take out the gloves that you find there. Now go and find the room which holds the helium tank, use the balloon and both surgical goves on it. Pull the coin return on the grog machine and a coin will fall out and roll on to the floor. When LeChuck comes in, he will pick up the coin. At this moment, try to pick up LeChuck and you'll rip off his underwear ('one from the thread'). Give him the handkerchief and he will blow his nose ('one from the body'). After he zaps you, make your way to the service elevator, press the button, and get in. (The lift will only carry 900 pounds in weight, but the helium filled items in your inventory will make you lighter.) Wait until LeChuck arrives before pulling the lever, the doors will then close and trap a bit of his beard. When the lift eventually stops, make sure to pick up the beard ('one from the head') and then exit the lift to see a familiar scene to original 'Monkey Island' adventurers. Put the other three relevant bits in the bag, then Guybrush will make a voodoo doll of LeChuck. Go back down in the lift, use the lever again, and exit it. Wait for LeChuck to arrive and then use the hypodermic needle on the new voodoo doll and when LeChuck staggers off, follow him to find out the secret of Big Whoop - and if he moans about it try pulling his leg... @endnode @node MONTY_PYTHON MONTY PYTHON Enter your name as 'SEMPRINI' on the high score table, and you should restart on the level you died. @endnode @node MOONMIST MOONMIST Here are all four complete solutions for this game: (Note: This is four adventures in one... the one you play depends upon the colour you select at the start. However, if you choose OTHER than Red, Green, Yellow or Blue then the program will select one of the colours in this selection! Furthermore, if you are going somewhere and you are stopped by one of the characters, simply repeat the command!). GREEN Version..EXAMINE GATE..PRESS EYE (THE NAME YOU SELECT)..YES.. GREEN..YES..S..YES..YES..ASK TAMARA ABOUT GHOST..S..ASK JACK ABOUT GHOST ..WAIT..ASK HYDE ABOUT GHOST..ASK VIVIEN ABOUT GHOST..WAIT..NO..YES.. ASK IRIS ABOUT GHOST..E..OPEN LUGGAGE..GET DINNER OUTFIT..PUT LUGGAGE IN WARDROBE..ASK BOLITHO ABOUT GHOST..YES..WAIT..YES..YES..YES..PUT TWEED IN WARDROBE..DROP ALL..N..TAKE BATH..S..GET ALL FROM WING CHAIR..WEAR DINNER OUTFIT..GO TO NEW GREAT HALL..EXAMINE FLOOR..YES..GET LENS..GO TO KITCHEN ..GET LANTERN..GO TO LIBRARY..SEARCH ROOM..YES..GET NOTEBOOK..GO TO DINING ROOM..READ NOTEBOOK..WAIT..EXAMINE BUST..WAIT..WAIT..WAIT..LOOK UNDER PUNCHBOWL..READ CLUE..JACK, GIVE ME THE SECOND CLUE..READ IT..GO TO GAME ROOM..EXAMINE RHINO..EXAMINE EYE..GET THIRD CLUE..READ IT..GO TO MY ROOM..EXAMINE WALL MIRROR..PRESS SWITCH..LIGHT LANTERN..E..N..N..W..S.. GET FOURTH CLUE..READ IT..N..E..E..S..W..DROP LANTERN..GO TO OFFICE.. EXAMINE INKWELL..GET MOONMIST..DROP ALL CLUES..GO TO GALLERY..NE..W.. EXAMINE KIT..GET BOX..E..W..EXAMINE KIT..GET COSTUME..E..W..EXAMINE KIT.. GET BLOWGUN..E..EXAMINE MOONMIST..EXAMINE BLOWGUN..EXAMINE COSTUME.. EXAMINE BOX..COMPARE FIRST LENS AND SECOND LENS..W..SCORE..WAIT..ARREST WENDISH..YES. BLUE version..EXAMINE GATE..PRESS EYE (THE NAME YOU SELECT)..YES..BLUE.. YES..S..YES..YES..ASK TAMARA ABOUT GHOST..S..ASK JACK ABOUT GHOST..WAIT.. ASK HYDE ABOUT GHOST..ASK VIVIEN ABOUT GHOST..WAIT..NO..YES..ASK IRIS ABOUT GHOST..E..OPEN LUGGAGE..GET DINNER OUTFIT..PUT LUGGAGE IN WARDROBE ..ASK BOLITHO ABOUT GHOST..YES..WAIT..YES..YES..YES..PUT TWEED IN WARDROBE..DROP ALL..N..TAKE BATH..S..GET ALL FROM WING CHAIR..WEAR DINNER OUTFIT..GO TO NEW GREAT HALL..EXAMINE FLOOR..YES..GET LENS..GO TO KITCHEN ..GET LANTERN..GO TO DINING ROOM..WAIT TILL LIMMEL SPEAKS..EXAMINE BUST.. WAIT..WAIT..WAIT..LOOK UNDER PUNCHBOWL..READ CLUE..JACK, GIVE ME THE SECOND CLUE..READ IT..GO TO BASEMENT..GET BOTTLE..EXAMINE BOTTLE..GO TO SITTING ROOM..EXAMINE PIANO..GET MUSIC..EXAMINE MUSIC..N..E..EXAMINE SUIT OF ARMOUR..OPEN HELMET..GET THIRD CLUE..READ IT..GO TO FIGHTING DECK..DROP ALL CLUES..DROP BOTTLE..DROP MUSIC..EXAMINE BELL..GET SKULL.. GO TO VIVIENS ROOM..EXAMINE BOX..GET PLASTIC BOX..E..W..EXAMINE WOODEN BOX..GET DIARY..E..W..EXAMINE WOODEN BOX..GET COSTUME..E..W..EXAMINE WOODEN BOX..GET BLOWGUN..E..EXAMINE SKULL..EXAMINE BLOWGUN..EXAMINE COSTUME..EXAMINE BOX..COMPARE FIRST LENS AND SECOND LENS..READ DIARY.. W..SCORE..WAIT..ARREST VIVIEN..YES. YELLOW version..EXAMINE GATE..PRESS EYE (THE NAME YOU SELECT)..YES.. YELLOW..YES..S..YES..YES..ASK TAMARA ABOUT GHOST..S..ASK JACK ABOUT GHOST ..WAIT..ASK HYDE ABOUT GHOST..ASK VIVIEN ABOUT GHOST..WAIT..NO..YES..ASK IRIS ABOUT GHOST..E..OPEN LUGGAGE..GET DINNER OUTFIT..PUT LUGGAGE IN WARDROBE..ASK BOLITHO ABOUT GHOST..YES..YES..YES..YES..PUT TWEED IN WARDROBE..DROP ALL..N..TAKE BATH..S..GET ALL FROM WING CHAIR..WEAR DINNER OUTFIT..GO TO NEW GREAT HALL..E..EXAMINE CARPET..YES..GET JEWEL..W..GO TO KITCHEN..GET LANTERN..UP..E..EXAMINE JEWEL..WAIT..YES..YES..YES..YES..YES ..YES..WAIT..EXAMINE BUST...WAIT..WAIT..WAIT..LOOK UNDER PUNCHBOWL..READ CLUE..JACK, GIVE ME THE SECOND CLUE..READ IT..LIGHT LANTERN..GO TO FIGHTING DECK..EXAMINE BELL..GET THIRD CLUE..READ IT..GO TO DUNGEON.. ENTER MAIDEN..EXAMINE COFFIN..GET FOURTH CLUE..READ IT..ENTER MAIDEN.. E..EXAMINE WALL..GET BRICKS..ENTER HOLE..EXAMINE SKELETON..GET NECKLACE.. DROP ALL CLUES..ENTER BASEMENT..GO TO MY ROOM..EXAMINE WALL MIRROR.. PRESS SWITCH..E..N..GET ALL..EXAMINE COSTUME..EXAMINE BLOWGUN..EXAMINE NECKLACE..S..W..GO TO TAMARAS ROOM..EXAMINE CASE..GET EARRING..NW..E.. EXAMINE EARRING..INSERT JEWEL IN EARRING..SE..LOOK UNDER BED..READ JOURNAL..LOOK UNDER BED..READ RECEIPT..SCORE..ARREST TAMARA..YES. RED version..EXAMINE GATE..PRESS EYE (THE NAME YOU SELECT)..YES..RED.. YES..S..YES..YES..ASK TAMARA ABOUT GHOST..S..ASK JACK ABOUT GHOST..WAIT.. ASK HYDE ABOUT GHOST..ASK VIVIEN ABOUT GHOST..WAIT..NO..YES..ASK IRIS ABOUT GHOST..E..OPEN LUGGAGE..GET DINNER OUTFIT..PUT LUGGAGE IN WARDROBE ..ASK BOLITHO ABOUT GHOST..YES..YES..YES..YES..PUT TWEED IN WARDROBE.. DROP ALL..N..TAKE BATH..S..GET ALL FROM WING CHAIR..WEAR DINNER OUTFIT.. GO TO NEW GREAT HALL..E..EXAMINE CARPET..YES..GET JEWEL..W..GO TO KITCHEN ..GET LANTERN..UP..E..EXAMINE JEWEL..WAIT..YES..YES..YES..YES..YES..YES.. WAIT..EXAMINE BUST...WAIT..WAIT..WAIT..LOOK UNDER PUNCHBOWL..READ CLUE.. VIVIEN, GIVE ME THE SECOND CLUE..READ IT..LIGHT LANTERN..GO TO CHAPEL.. EXAMINE WINDOW..GET THIRD CLUE..READ IT..GO TO COURTYARD..E..E..EXAMINE GARDEN..GET FOURTH CLUE..READ IT..W..W..S..SEARCH ROOM..YES..DROP ALL CLUES..GET CANE..GO TO JACK'S ROOM..EXAMINE COMMODE..GET NECKLACE..E.. EXAMINE CANE..REMOVE PAINT..INSERT JEWEL IN NECKLACE..EXAMINE CLUB.. LOOK THROUGH JACK'S KEYHOLE..EXAMINE CREST..REMOVE CREST..PLAY RECORDER.. GO TO MY ROOM..EXAMINE WALL MIRROR..PRESS SWITCH..E..S..W..DOWN..W..WAIT (several times.....be patient!!)..EXAMINE GHOST..TALK TO GHOST..PUSH LEVER..SCORE..N..ARREST JACK..YES.. @endnode @node MOONSTONE MOONSTONE Go to Stonge Henge and click on Strength for an extra life. @endnode @node MUTANT_CAMELS MUTANT CAMELS Here are some levels codes: 2 OLLANTAYAMBO 8 SMOKE ME A KIPPER 4 NEWCASTLE EMLYN 10 GOATS GOATS AND MORE GOATS 6 THIS IS BASINGSTOKE @endnode @node MYSTERY_FUNHOUSE MYSTERY FUNHOUSE Here is the solution: PART ONE: Time for a little spy stuff! A Fun House may seem a strange place for espionage shenanigans, but secret agents have a habit of popping up in the darndest places! if you just had some money, you could get inside. The first thing to do is drop the watch, because you won't be needing it. Now go East to the parking lot. Ignore the five dollar bill (it's a bill for $5!), and look at the tree. Get the branch, then look in the grate. Aha, that's where the real money is! Chew the gum (tastes HORRIBLE!) then stick it on the branch. Use the branch to get the coin, then drop both the branch and the gum. Return to the Fun House entrance. Wear the shoes, then give the dollar for a ticket. Go Fun. You are standing in the Magical Mirror Room, and just up ahead is (gasp!) a maze. Fortunately, it's not a bad one, if you're careful (if you aren't careful, well...). Go North three times, then West twice. This brings you to a small room. Go West from here to the room with the knobs. Pull the green knob, and you will find yourself in another room. Get the trampoline that's here, then go South to the shooting gallery and pick up the strange spectacles. You have a few minutes, so, if you want to, you can amuse yourself by shooting a few clay pigeons. When you're finished, go back North, then Up, to the knob room. Now, as you proceed through the adventure, you will from time to time get messages about your shoe heel being loose. Ignore them, and don't touch the heel for now. There will be time for that later. At the moment, you have other things to do. So, head along West to the tank room, and from there, Up to the ledge over the pit. Drop the trampoline here, then go East to the barrel room. PART TWO: Once in the barrel room, get the match and the comb, then crawl (that's how you get out of the barrel). Drop the match by the trampoline, then head South to the rickety stairs and down to the landing. Go down the slide into the tank. Get the rusty key, then give the comb to the mermaid. Go up the secret stairs she reveals, and you will be back on the landing. Go East into the Windy Hall, and East again into (sigh) the maze. Now, carefully make your way South, East, South, East, and you will be in the Mirror Room again. Wear the spectacles, and look in the mirror. Sonuvagun! There's a hidden door! Open the door and go inside. Here you find a valve handle. Drop the spectacles and get the handle, then go East back to the mirror room. Once again, go through the maze to the room with the knobs. Drop the key, then continue on West and then up until you come to the ledge. Get the trampoline, then go down the ladder to the pit. Drop the trampoline, then put handle and turn handle. You have now turned off the calliope in the merry-go-round room (which is where you're going next). Now go trampoline, and jump. Wheeee! You're back up on the ledge. Get the match, and return to the knob room. Drop the match, get the key, and pull the blue knob. Now you're in the room with the Fortune-telling machine. However, it won't be telling your fortune today, because it's broken. However, in an odd sort of way, it's going to be very helpful to you. But right now, go on along East to the merry-go-round room. PART THREE: Once in the merry-go-round room, push the blue button to stop the ride. Go merry, then go horse. Climb the pole in the horse's back, which brings you to the top of the ride. Look up, and you will see a rope. Jump! Now look, and you will see you are on a catwalk. Go East, and unlock the door. Drop the key, and look at the shelves. Grab the flashlight and the wrench, then head back West, and climb all the way back down again, then return to the knob room. As you pass the fortune-telling machine, pick up the "out of order" sign. Pull the green knob, then go South to the shooting gallery. Drop the sign there, then return to the knob room. Get the match, then pull the yellow knob. This takes you to a small room with strange music. Go North into the maze (again!), then go East, South, East, South, East, and you're in the Mirror Room. From there, go South out of the Fun House. Now it's back to the parking lot. Open the grate. You will only be able to open one bolt, but you can slide the grate to make room for yourself to go down. Drop the wrench and get the gum. Turn on the flashlight, then go down the manhole, and East to the room with the second grate. Close the door, and drop the ticket. Now, the big moment has arrived! Remove the heel from your shoe. A couple of things will fall out. One is a note expaining what this is all about, the other is a fuse. Drop the heel and the note, and get the fuse. Chew the (yuck!) gum again, then stick it to the fuse, then stick it to the grate. Light the fuse, and POP! the grate blows open. Get the ticket, then go through the hole. Now up through the shooting gallery (good thing you put that sign there!) and South to the hidden lab. There they are...the secret plans! Grab them and...congrats! You have successfully completed your assignment! After all this, you could use some peace and quiet. How about a trip to some faraway place, like Egypt? In fact, you might even want to visit the pyramids..... @endnode